gzdoom/src/g_shared/a_quake.cpp

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#include "templates.h"
#include "doomtype.h"
#include "doomstat.h"
#include "p_local.h"
#include "actor.h"
#include "m_bbox.h"
#include "m_random.h"
#include "s_sound.h"
#include "a_sharedglobal.h"
#include "statnums.h"
#include "farchive.h"
#include "d_player.h"
#include "r_utility.h"
static FRandom pr_quake ("Quake");
IMPLEMENT_POINTY_CLASS (DEarthquake)
DECLARE_POINTER (m_Spot)
END_POINTERS
//==========================================================================
//
// DEarthquake :: DEarthquake private constructor
//
//==========================================================================
DEarthquake::DEarthquake()
: DThinker(STAT_EARTHQUAKE)
{
}
//==========================================================================
//
// DEarthquake :: DEarthquake public constructor
//
//==========================================================================
DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesound, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ)
: DThinker(STAT_EARTHQUAKE)
{
m_QuakeSFX = quakesound;
m_Spot = center;
// Radii are specified in tile units (64 pixels)
m_DamageRadius = damrad << FRACBITS;
m_TremorRadius = tremrad << FRACBITS;
m_IntensityX = intensityX << FRACBITS;
m_IntensityY = intensityY << FRACBITS;
m_IntensityZ = intensityZ << FRACBITS;
m_CountdownStart = duration;
m_Countdown = duration;
m_Flags = flags;
m_WaveSpeedX = (float)waveSpeedX;
m_WaveSpeedY = (float)waveSpeedY;
m_WaveSpeedZ = (float)waveSpeedZ;
}
//==========================================================================
//
// DEarthquake :: Serialize
//
//==========================================================================
void DEarthquake::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Spot << m_IntensityX << m_Countdown
<< m_TremorRadius << m_DamageRadius
<< m_QuakeSFX;
if (SaveVersion < 4519)
{
m_IntensityY = m_IntensityX;
m_IntensityZ = 0;
m_Flags = 0;
}
else
{
arc << m_IntensityY << m_IntensityZ << m_Flags;
}
if (SaveVersion < 4520)
{
m_CountdownStart = 0;
}
else
{
arc << m_CountdownStart;
}
if (SaveVersion < 4521)
{
m_WaveSpeedX = m_WaveSpeedY = m_WaveSpeedZ = 0;
m_IntensityX <<= FRACBITS;
m_IntensityY <<= FRACBITS;
m_IntensityZ <<= FRACBITS;
}
else
{
arc << m_WaveSpeedX << m_WaveSpeedY << m_WaveSpeedZ;
}
}
//==========================================================================
//
// DEarthquake :: Tick
//
// Deals damage to any players near the earthquake and makes sure it's
// making noise.
//
//==========================================================================
void DEarthquake::Tick ()
{
int i;
if (m_Spot == NULL)
{
Destroy ();
return;
}
if (!S_IsActorPlayingSomething (m_Spot, CHAN_BODY, m_QuakeSFX))
{
S_Sound (m_Spot, CHAN_BODY | CHAN_LOOP, m_QuakeSFX, 1, ATTN_NORM);
}
if (m_DamageRadius > 0)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !(players[i].cheats & CF_NOCLIP))
{
AActor *victim = players[i].mo;
fixed_t dist;
dist = m_Spot->AproxDistance (victim, true);
// Check if in damage radius
if (dist < m_DamageRadius && victim->Z() <= victim->floorz)
{
if (pr_quake() < 50)
{
P_DamageMobj (victim, NULL, NULL, pr_quake.HitDice (1), NAME_None);
}
// Thrust player around
angle_t an = victim->angle + ANGLE_1*pr_quake();
if (m_IntensityX == m_IntensityY)
{ // Thrust in a circle
P_ThrustMobj (victim, an, m_IntensityX << (FRACBITS-1));
}
else
{ // Thrust in an ellipse
an >>= ANGLETOFINESHIFT;
// So this is actually completely wrong, but it ought to be good
// enough. Otherwise, I'd have to use tangents and square roots.
victim->vel.x += FixedMul(m_IntensityX << (FRACBITS-1), finecosine[an]);
victim->vel.y += FixedMul(m_IntensityY << (FRACBITS-1), finesine[an]);
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}
}
}
}
}
if (--m_Countdown == 0)
{
if (S_IsActorPlayingSomething(m_Spot, CHAN_BODY, m_QuakeSFX))
{
S_StopSound(m_Spot, CHAN_BODY);
}
Destroy();
}
}
fixed_t DEarthquake::GetModWave(double waveMultiplier) const
{
//QF_WAVE converts intensity into amplitude and unlocks a new property, the wave length.
//This is, in short, waves per second (full cycles, mind you, from 0 to 360.)
//Named waveMultiplier because that's as the name implies: adds more waves per second.
double time = m_Countdown - FIXED2DBL(r_TicFrac);
return FLOAT2FIXED(g_sin(waveMultiplier * time * (M_PI * 2 / TICRATE)));
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}
//==========================================================================
//
// DEarthquake :: GetModIntensity
//
// Given a base intensity, modify it according to the quake's flags.
//
//==========================================================================
fixed_t DEarthquake::GetModIntensity(fixed_t intensity) const
{
assert(m_CountdownStart >= m_Countdown);
intensity += intensity; // always doubled
if (m_Flags & (QF_SCALEDOWN | QF_SCALEUP))
{
int scalar;
if ((m_Flags & (QF_SCALEDOWN | QF_SCALEUP)) == (QF_SCALEDOWN | QF_SCALEUP))
{
scalar = (m_Flags & QF_MAX) ? MAX(m_Countdown, m_CountdownStart - m_Countdown)
: MIN(m_Countdown, m_CountdownStart - m_Countdown);
if (m_Flags & QF_FULLINTENSITY)
{
scalar *= 2;
}
}
else if (m_Flags & QF_SCALEDOWN)
{
scalar = m_Countdown;
}
else // QF_SCALEUP
{
scalar = m_CountdownStart - m_Countdown;
}
assert(m_CountdownStart > 0);
intensity = Scale(intensity, scalar, m_CountdownStart);
}
return intensity;
}
//==========================================================================
//
// DEarthquake::StaticGetQuakeIntensity
//
// Searches for all quakes near the victim and returns their combined
// intensity.
//
// Pre: jiggers was pre-zeroed by the caller.
//
//==========================================================================
int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jiggers)
{
if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP))
{
return 0;
}
TThinkerIterator<DEarthquake> iterator(STAT_EARTHQUAKE);
DEarthquake *quake;
int count = 0;
while ( (quake = iterator.Next()) != NULL)
{
if (quake->m_Spot != NULL)
{
fixed_t dist = quake->m_Spot->AproxDistance (victim, true);
if (dist < quake->m_TremorRadius)
{
++count;
fixed_t x = quake->GetModIntensity(quake->m_IntensityX);
fixed_t y = quake->GetModIntensity(quake->m_IntensityY);
fixed_t z = quake->GetModIntensity(quake->m_IntensityZ);
if (!(quake->m_Flags & QF_WAVE))
{
if (quake->m_Flags & QF_RELATIVE)
{
jiggers.RelIntensityX = MAX(x, jiggers.RelIntensityX);
jiggers.RelIntensityY = MAX(y, jiggers.RelIntensityY);
jiggers.RelIntensityZ = MAX(z, jiggers.RelIntensityZ);
}
else
{
jiggers.IntensityX = MAX(x, jiggers.IntensityX);
jiggers.IntensityY = MAX(y, jiggers.IntensityY);
jiggers.IntensityZ = MAX(z, jiggers.IntensityZ);
}
}
else
{
fixed_t mx = FixedMul(x, quake->GetModWave(quake->m_WaveSpeedX));
fixed_t my = FixedMul(y, quake->GetModWave(quake->m_WaveSpeedY));
fixed_t mz = FixedMul(z, quake->GetModWave(quake->m_WaveSpeedZ));
// [RH] This only gives effect to the last sine quake. I would
// prefer if some way was found to make multiples coexist
// peacefully, but just summing them together is undesirable
// because they could cancel each other out depending on their
// relative phases.
if (quake->m_Flags & QF_RELATIVE)
{
jiggers.RelOffsetX = mx;
jiggers.RelOffsetY = my;
jiggers.RelOffsetZ = mz;
}
else
{
jiggers.OffsetX = mx;
jiggers.OffsetY = my;
jiggers.OffsetZ = mz;
}
}
}
}
}
return count;
}
//==========================================================================
//
// P_StartQuake
//
//==========================================================================
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesfx, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ)
{
AActor *center;
bool res = false;
if (intensityX) intensityX = clamp(intensityX, 1, 9);
if (intensityY) intensityY = clamp(intensityY, 1, 9);
if (intensityZ) intensityZ = clamp(intensityZ, 1, 9);
if (tid == 0)
{
if (activator != NULL)
{
new DEarthquake(activator, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ);
return true;
}
}
else
{
FActorIterator iterator (tid);
while ( (center = iterator.Next ()) )
{
res = true;
new DEarthquake(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ);
}
}
return res;
}
bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx)
{ //Maintains original behavior by passing 0 to intensityZ, and flags.
return P_StartQuakeXYZ(activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0);
}